/Engine/Source/Runtime/Engine/Public/RenderAssetUpdate.h
This class provides a framework for loading and unloading the texture/mesh LODs. Each thread essentially callsTick()until the job is done. The object can be safely deleted whenIsCompleted()returns true.
class FRenderAssetUpdate : public [IRefCountedObject](API\Runtime\Core\Templates\IRefCountedObject)
bool
bDeferExecution
Defer execution even if a task pushes a new task on the same thread.
bool
bIsCancelled
Whether the task has been cancelled because the update could not proceed or because the user calledAbort().
bool
bSuccess
Whether this update finished successfully. True means that it is TS_Done and not cancelled mid way.
FCriticalSectio...
CS
Critical Section.
const int32
CurrentFirstLODIdx
The resident first LOD resource index. With domain = [0, ResourceState.NumLODs[. NOT THE ASSET LOD INDEX!
const int32
PendingFirstLODIdx
The requested first LOD resource index. With domain = [0, ResourceState.NumLODs[. NOT THE ASSET LOD INDEX!
constFStreamab...
ResourceState
The streamable state requested.
int32
ScheduledAsyncTasks
Number of Ticks scheduled on async tasks.
int32
ScheduledGTTasks
Number of Ticks scheduled on the game thread.
int32
ScheduledRenderTasks
Number of Ticks scheduled on the render thread.
constUStreamab...
StreamableAsset
The asset updated
ETaskState
TaskState
The state of the work yet to be performed to complete the update or cancelation.
FThreadSafeCoun...
TaskSynchronization
Synchronization used for trigger the task next step execution.